using UnityEngine;
using System.Collections;
/*
public class MouseLook : MonoBehaviour {
	
	//Currently applies to the actor's Physics object, and the 3rdPersonCamera.
	public GameObject ActorPhysics;
	public GameObject ActorCamera;
	//private Transform ActorCameraTransform;
	
	public float CameraSensitivity;
	public float MaxYawRate;
	
	// Use this for initialization
	void Start () {
		//we don't want the friggin' mouse moving around!
		Screen.lockCursor = true;
		
		//ActorCameraTransform = ActorCameraRig.transform.FindChild("3rdPersonCamera");
	}
	
	// Update is called once per frame
	void Update () {
		
	}
	
	void FixedUpdate()
	{
		//Vector3 position = ActorPhysics.transform.position;
		
		//build a rotation vector from the mouse axis.
		Vector3 rotVec = new Vector3(-Input.GetAxis("Mouse Y") * CameraSensitivity,
		                             Input.GetAxis("Mouse X") * CameraSensitivity * (1.0f - ActorPhysics.rigidbody.angularDrag),
		                             0.0f);
		//The Y component applies to the physics object; X applies to the camera to create tilt
		//ActorCameraRig.transform.position = ActorPhysics.transform.position;
		//ActorCameraRig.transform.Rotate(0.0f, rotVec.y, 0.0f);
		ActorCamera.transform.Rotate(rotVec.x, 0.0f, 0.0f);
		if(MaxYawRate >= 0.0f)
		{
			ActorPhysics.transform.Rotate(0.0f, Mathf.Clamp(rotVec.y, -MaxYawRate, MaxYawRate), 0.0f);
		}
		else
		{
			ActorPhysics.transform.Rotate(0.0f, rotVec.y, 0.0f);
		}
	}
}
*/